Hi Foxy, thanks for your answer! Can I use depth of field in a 2D game?
shamanforest
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Hello Foxy!
Is there a way to create variable blur intensity with a mask?
Like, having parts where blur isn't strong or even is disabled, and seamless transition to other parts of the screen where blur is strong.
To reproduce this visual from Octopath Traveler battles : >> Here <<
Center of the screen has no blur and then it's progressive depending on distance like a depth of field blur.
Hey man! This looks awesome! How does it interact with zoomed-in graphics? For example the hatching on shadows. Is it going to zoom hatches with sprite size or keep small hatches on zoomed-in sprite? Maybe it can do both? This shader is extremely interesting and I'd love to use it when I zoom during cutscenes (so keep small hatches on big zoomed sprite)
Hello !
I won't lie to you, Windows is currently the only platform I can build for alone, because the game is using an external image loading and render system which works with DirectX 9. So I could compile the game for Linux, but I would still miss the whole graphic loading engine so that would be a lot of work.
When the project will be more advanced, I'll try to find someone to work on this.